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Takeaway: the problem isn't photorealism in games, although that's hard enough. The problem is actually having somebody create the zillions of points of detail
by DanielBMarkham 13y ago
Takeaway: the problem isn't photorealism in games, although that's hard enough. The problem is actually having somebody create the zillions of points of detail required to have something to photorealistically render.
So, seems like the technical challenge is to take a small portal, say 64x64 pixels, and then create a procedurally-based photorealistic (including damage, real-world illumination, and a damage model) engine to power it, right?
- ZenoArrow 13y ago> So, seems like the technical challenge is to take a small portal, say 64x64 pixels, and then create a procedurally-based photorealistic (including damage, real-world illumination, and a damage model) engine to power it, right? You may be interested in .kkrieger as a proof of concept for this type of engine. The most incredible part is the whole game is less than 100 KiB in size, but then we're talking about coders who are used to working with in 4KiB limits: http://en.wikipedia.org/wiki/.kkrieger http://en.wikipedia.org/wiki/.kkrieger Talking of the demo scene, you may be interested in this 4K demo, another great demonstration of what procedurally generated content can do: http://www.pouet.net/prod.php?which=52938 http://www.pouet.net/prod.php?which=52938